Ideas for future Glowquest expansions

I know it seems really early to be thinking about expansions, but I wanted to keep the core/basic game of Glowquest quite simple, and the only way I could do that was to push a bunch of complex features until later, optional add-ons/expansions. So here are bunch of maybe-who-knows ideas for expansions (these are somewhat ordered in the way/priority I want to tackle them):

Dungeon features, like gargoyle statues, pits, etc. that have different abilities and rules and cards for each

Classes
— Different “Class Cards” that have different base abilities
— Very small but distinguishing differences
— For example Duelist (Offense) always rolls 2D12 and picks highest for attack,
whereas Gambler (Offense) rolls 1D6 damage instead of a set amount
— Could combine Role cards into this, so like “Barbarian (Defense)” on your card
— Realistically only want 1 card for who you are
— Most likely move Hero-Sheet to Nandeck and pull Class/Role data from a CSV file above the fillable stuff

Cross Role expansion (discard 3 Benefits to gain 1 from other Role deck?)
— Also promotes a bit of discussion on re-shuffling the deck with the secondary player asking the primary player
— Could limit to only 1 other Role? So Offense/Utility, but not Off/Util/Def on a single guy

Campaign (grow/keep characters, town stuff in between)
— Probably need to add money/currency, but keeping to use Benefits as a pseudo-currency would be awesome for simplicity

Quests and different objectives
— Maybe even different lose conditions?

Reserved Surges, can put some aside to save for interrupts or other effects
— Maybe replaces Interrupts entirely? And makes every Benefit you have an Interrupt? Could very, very quickly get out of control that way for minimal benefit

Races
— Similar to Classes in that you can choose 1 card that gives a special bonus that really sums up a Race
— Generally just makes starting a new game more complex/overwhelming unless experienced

Elemental damage
— As long as it’s done right: more Spiral Knights than Grim Dawn

Difficulty modifiers
— Kind of like totems from Bastion or relics from Risk of Rain. New monster Basics? New passives?

Add an optional “Escalation” choice (maybe in an expansion?) that the party can agree to do
— Primarily designed to break up boring fights (ideally this is solved another way, like changing boring enemies or tweaking to-hit/dam numbers)
— But anyway idea is EVERYONE gets +1 attack dice and chooses highest, so basically like Offense (who would now be 3D12?)
— Theory is fast and deadly combat with tons of hits. Harder on Utility likely?
– If players tend towards this mode ALL the time then maybe there is a more fundamental problem with the base math